Zerg Biter race for Enemy Race Manager experimental (HD Assets included - requires Zerg HD Graphics Assets).
A few experimental tweaks differing from heyqule's original ERM Zerg:
- Updated the sprites to higher resolution sprites.
- Added Zerg style creep as decoratives (based on the template of the vanilla Biter creep which can theoretically be removed by the Creep Cleaner mod).
- Slightly modified the unit spawns to try and match Zerg unit spawns a little more with the structure they're associated with; units higher in the Zerg tech tree will have a greater chance of spawning at higher evolution levels, while from the same structure more common Zerg units will spawn early on.
- Buffed the attack range of Zerg Queens, Guardians, and Defilers to suit the original feel and compete with longer ranged modded weapons.
- The Zerg Drone now has a construction animation as it morphs into turrets (the Drone is sacrificed in the process as per lore).
- Added 1 building & 3 additional Zerg units: Infested Command Centre, Broodlings, Queen's Parasite, and Scourge.
- The Queen's Snare attack has also been moved to the new Parasite unit which is basically a suicidal "projectile" type unit that uses Snare and has a chance to spawn Broodlings while attacking; the Queen's attack now flings these Parasites from range at its targets.
- The Devourer additionally spawns the new Scourge unit while attacking.
- The Infested Command Centre is a new Zerg unit_spawner building which spawns Infested Terrans.
New feature added in ERM 1.19.0: you can now change the map colour and team colour of each race in Mod Settings! Team colour will determine the colour physically appearing on the units and structures' armour plates and whatnot. This should be done when you first generate a new map!
Any other work and coding I 100% attribute to and appreciate the original ERM - Zerg Units modder heyqule: https://mods.factorio.com/mod/erm_zerg
I recommend Krastorio 2 if you want harvestable creep tiles to spawn, but beware Krastorio 2's creep will spawn in the middle of the Zerg creep and remove it. The Krastorio 2 creep is able to be toggled off in Mod Settings per race, but if you want access to Krastorio 2's tech tree, I strongly advise you to have at least one Biter race with Krastorio 2 creep; I personally leave it on for vanilla Biters and ERM Red Army. This should be done when you first generate a new map!
If there are any updates to the base ERM mods or Factorio which require this mod to be updated please let me know.